yet another video where if we want it out of the hierarchy, we destroy it…
I thought destroy causes frame rate issues later because of garbage collection (which I don’t understand, I just learned it was bad), and to instead use pooling or SetActive false to GO that you no longer want in the scene… that it is better in the long run… is this not correct anymore with the newest versions of Unity? if it’s still best practices to do this instead of Destroy(), why on earth aren’t we covering alternatives to Destroy()? A project this big with a lot going on in a scene, won’t Destroy() be an issue? On desktop? on console? on mobile?